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>> No.8978048 [View]
File: 644 KB, 1920x1080, guide.png [View same] [iqdb] [saucenao] [google]
8978048

https://files.catbox.moe/txyc8t.7z
Initial release of my WIP maze thing. It uses my own homebrew shitty pathing now. I'm trying to implement a more "proper" algorithm but it's more work than I hoped so that's for later. Haven't done anything resembling coding/scripting in years, and it probably shows in my practices somewhat.

Pic is a quick guide.
Left/computer switch generates a random spawn and exit in the grid, then tries to path from the former to the latter. This can be very long because of the way I generate the path, and you can end up with just an open grid if you're unlucky.

Middle/skull switch lets my pather run for a fixed number of cycles, then adds a few short random sidepaths and puts a spawn and exit randomly in there.

Right/monitor switch turns on tracker to the exit. You can turn this on before spawning the maze, it'll point you to just behind the starting room which is where the finishing point is before it's teleported into the level. This switch can be reused to turn the tracker off if you don't want it/hit it by accident or whatever.

The maze generating switches can only be used once, and using one disables the other as well. After generating the maze the teleporter pad becomes active. The maze is filled with random weapons, ammo, powerups and enemies. Not all possible enemies are currently generated into the maze. This was design choice, not a bug.

The map is UDMF, which afaik requires GZdoom. Tested it GZdoom version 4.7.1 as working. Oh and two wads because I don't know how to put the textures into the wad. I'm a genius. Run the game as Hell on Earth, the maze thing is what comes with the texturewad. On finishing level you will move on to the same level. This is design too.

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